Base Class: Ranger
The ability to cast spells that can find and heal the injured; a deep, in-depth knowledge of both tracking and triage; and expertise in getting through all kinds of environments: rangers make for incredible rescue parties, and the Frontliner Conclave embodies that training more than anyone.
Rescue Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Rescue Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Rescue Spells
|
Ranger Level |
Spell |
|
3rd |
Sanctuary |
|
5th |
Levitate |
|
9th |
Beacon of Hope |
|
13th |
Dimension Door |
|
17th |
Passwall |
Seasoned Medic
At 3rd level, you are experienced in quickly tending wounds and taking care of those in need. You gain the following benefits:
- You gain proficiency in the Medicine skill, and your proficiency bonus is doubled for checks you make with that skill.
- You can drink and administer healing potions as a bonus action instead of an action, and you can use a healer’s kit to stabilise a creature as a bonus action instead of an action.
- Over the course of a short rest, you can administer additional healing and bandage up wounds. Whenever you or an ally spends hit dice at the end of a short rest, they can roll each expended hit die twice and take the higher roll.
Expert Carrier
At 3rd level, you have trained in techniques that you can use to get the injured out of dangerous situations. Whenever you are carrying or dragging a creature, that creature is considered to be half its weight. In addition, when you are carrying or dragging a creature whose weight exceeds your carrying capacity, your speed is not reduced.
Calming Presence
At 7th level, you have developed a calm and dedicated veneer that reassures everyone around you. You gain proficiency in Wisdom saving throws. In addition, while you aren’t frightened, you and each allied creature within 30 feet of you has advantage on saving throws against being frightened.
Search and Rescue
At 7th level, you gain a new use for your Primeval Awareness feature. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether there are creatures in distress within 1 mile of you. If multiple creatures share the same source of distress, they count as one group. This feature reveals the creatures’ numbers, general direction, and distance from you. If there are multiple groups within range, you learn this information for each group.
First Responder
At 11th level, your comprehensive training allows you to act quickly, efficiently, and with utmost confidence. You gain a bonus to initiative equal to your Wisdom modifier. In addition, you gain a climbing and swimming speed equal to your walking speed, and the extra movement you gain from taking the Dash action is increased by 10 feet.
Heroic Vigilance
At 15th level, whenever a friendly creature that you can see falls unconscious, you can use your reaction to move a distance equal to your speed towards them. This movement doesn’t provoke opportunity attacks. If you end this movement in a space adjacent to the creature, you can also attempt to stabilise the creature, administer a potion, or use a charge of a healer’s kit as part of that reaction.
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Posted Jan 17, 2022The expanded spell list does not seem to be working for this subclass, the gained spells are not being applied to my character sheet.